Wednesday, July 6, 2016

Cross Realm Zones, Realm Hopping and Server Populations

If you aren't familiar with Cross Realm Zones and Realm Hopping, they probably use the same back-bone of technology which is the ability to make players move / appear / interact on different server  from their "home" server.   All of this added in the midst of server population problems and the established playerbase lacking new blood.

TLDR: Solution thoughts provided at the bottom.

History

Server Population

As the player population ebbs and flows it is mostly in the negative direction.  Servers have less players.  Less players mean less viable guilds.   Less viable guilds means more player migration and more subscription losses.  This is all simple stuff that Blizzard has to understand.

Their "psuedo-mergers" (a different topic) were great to help a little but it's a temporary fix and Blizzard knows this.

Without these cross-realm tools, many players wouldn't even be able to do much of the content which would result in more losses.   Yes, it encourages some to pay the fees and move characters, but I fathom a larger number just choose to quit all together.   Speculation, of course.

Blizzard has a set of tools they created so they wouldn't have to really solve the server population problem completely.

Cross-Realm Battle-Tag Grouping

Blizzard created the ability for players to group with players from other realms and play with their friends from other servers.   It required knowing their real-id to bring them in.    The technology would pull the lower level characters to the server of the high level players.

Pros: Friends could play together even if they are on different servers.  Allows players to participate in content that wouldn't be possible on lower population realms.

Cons: Players cannot trade items or gold.  Cannot join the same guilds.  Cannot participate in most current raid content (this slowly relaxed until it only excludes mythic raiding and only until it's mostly been completed).

Cross-Realm Zones

Using the Cross-Realm technologies, Blizzard decided that playing in the lower level zones of World of Warcraft was less fun because most players, after playing for any amount of time, all end up at the end zones or latest expansion.   That is 99% (made-up) are at max level expansion and 1% all played alone and might get bored and who knows, perhaps quit because there was no MM in the MMO (Massively Multi-player).

To try and improve that experience, they created Cross-realm Zones.  Any Zone below the current expansion, will coalesce players into sets of players trying to bolster the number of characters in those zones.

From a players perspective, there is no telling how many players are in that zone and what server that are from.

Pros: The zone feels alive.  The content is being used as it was designed to be used with a quantity of players.

Cons: You cannot join guilds or trade with players from off realms.  While the content is now being competed at the designed level, many players don't want competition for game rare creatures.

Pre-made Finder (Realm Hopping)

In Mists of Pandaria, the infamous TinySmasher (a player) created a game add-on called oQueue.  This add-on was highly debated, loved, reviled, and contested.  It used the battle-tag / real-id system to piggy-bag communication between realms in a mesh network of inter-server communication.  The purpose he initially created it for was for a community of PvPers to "cheese" random battleground by taking the "random" out of one of the competing sides.  That is, if you could bring 20 friends into your RBG, all on voice against just a bunch of random people, you'd win.   Well, they did.. they'd stomp them.  They did.

The add-on also allowed for people to create cross-realm raiding activities using Cross-Realm Battle-Tag groups of people on various servers all wanting to do the same content.

Essentially it was the predecessor of "Pre-made Finder", but it had no "auto-invite".

Today, we have pre-made finder, largely, I think, because of oQueue.  But the auto-invite feature allows players to quickly join pre-made groups, for whatever purpose and use them to pull their character to different servers.

Players do this for the sole purpose of hunting rare creatures that have long spawn timers, increasing their odds of finding these creatures significantly.

Pros:  Increases odds of finding these creatures significantly.  Players feel justified for doing this because Cross-Realm Zones decreased their odds.

Cons:  Can be disruptive to groups that have people join/leave without having any real intent to participate in the purpose of the group.   Defeats the purpose of Cross-Realm Zones.   Creates a whole new purpose for pre-made finder for which it was never designed.

Where from here

Much debate and argument could go here about Server Population, Pre-made finder Realm Hopping is fine or why Cross-Realm Zones is bad and I probably could agree with many of their points while at the same time disagree with others.

But, what I think, however, is that the whole system is broken because the original intents are not being accomplished and the features are being used for purposes other than intended.

All these partial solution are leading in one direction that Blizzard just doesn't appear to want to go.

Sure, I will use these systems to do similar things while they exist, but that doesn't mean I think it is the right technological answer.

Blizzard wants:
  • Competition for resources - Hopping for rares breaks this.
  • Pre-mades for playing with people - Hopping for rares breaks this.
  • Preserve the concept of realms.
Players want:
  • People they can play with.  
  • Ability to play with friends
  • Servers that are viable
Their solutions aren't working.
  • Servers are still getting lower populations and becoming non-viable as more players quit or migrate.
  • Cross-Realm zones is a partial implementation to ameliorate low population server problems. 
  • Pre-made finder is a partial implementation because it doesn't support ALL content.
  • Players can't really play / share / join the same guilds, it's just a band-aid.

Solution

Blizzard needs to fix their broke.  They are creating band-aids that just create more problems.

It is time to free players from their servers.   I have my own ideas on how it could be implemented but this is really something only Blizzard could design.

My basic concept is as thus:
  • Realm is just text appended to your toon name.   But servers are only an internal Blizzard thing.
  • As players you can join any guild.
  • Guilds are listed on a larger web site accessible in game or out.  This system would allow for a large set of search criterion that's not only complex but detailed.
  • Players appear on the same server as their guild (irregardless of their "realm" text).
  • Guilds are grouped to balance player population by a balancing system.
There are still servers, but they mean much less to the players.  What matters is what guild you join.

Pre-made Groups still can exist.  But they need to have their purpose enforced.  If you are not near the realm leader, you are not on his instanced server.   This stops hopping pre-made groups.

Cross-Realm Zones needs to exclude rares.  Then you no longer need to hop for rares anyhow. 

We could debate this and maybe my solution is the right one.  But the way we are headed isn't better as long as low population servers continue to die the game will suffer.  



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